mirror of
https://github.com/nzp-team/fteqw.git
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eefc950400
particles: add an emiteffectnum field (and support emiteffect+traileffect psuedo-fields), for reliable emissions that are not framerate dependant (emitted forwards by default... particles: rewrote 'sky' surface emittance. can now emit from submodels too. particles: be more verbose about unknown mode keywords, instead of silent. server: add basic misc_model emulation, for mods that don't implement one. quake2: better r1q2 compat. renderer: rework mindist+maxdist, should be more consistent as well as more reliable with orthographic matricies. has actual VF_ enumerations now. sound: fix CF_FOLLOW to not crash, and work with openal. client: 'cl_loopbackprotocol nq' now uses appropriate protocol extensions. fs: try using /usr/share/games/foo by default, if it exists. server: uncap drate if unspecified, do not fall back on rate. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5021 fc73d0e0-1445-4013-8a0c-d673dee63da5
914 lines
21 KiB
C
914 lines
21 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// gl_warp.c -- sky and water polygons
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#include "quakedef.h"
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#ifndef SERVERONLY
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#include "glquake.h"
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#include "shader.h"
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#include <ctype.h>
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static void R_CalcSkyChainBounds (batch_t *s);
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static void GL_DrawSkySphere (batch_t *fa, shader_t *shader);
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static void GL_SkyForceDepth(batch_t *fa);
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static void GL_DrawSkyBox (texid_t *texnums, batch_t *s);
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static void GL_DrawSkyGrid (texnums_t *tex);
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extern cvar_t gl_skyboxdist;
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extern cvar_t r_fastsky;
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extern cvar_t r_fastskycolour;
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static shader_t *forcedskyshader;
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static shader_t *skyboxface;
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static shader_t *skygridface;
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//=========================================================
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void R_SetSky(char *skyname)
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{
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if (*skyname)
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forcedskyshader = R_RegisterCustom(va("skybox_%s", skyname), SUF_NONE, Shader_DefaultSkybox, NULL);
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else
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forcedskyshader = NULL;
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skyboxface = R_RegisterShader("skyboxface", SUF_NONE,
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"{\n"
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"program default2d\n"
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"{\n"
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"map $diffuse\n"
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"nodepth\n" //don't write depth. this stuff is meant to be an infiniteish distance away.
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"}\n"
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"}\n"
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);
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skygridface = R_RegisterShader("skygridface", SUF_NONE,
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"{\n"
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"program default2d\n"
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"{\n"
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"map $diffuse\n"
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"nodepth\n" //don't write depth. this stuff is meant to be an infiniteish distance away.
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"}\n"
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"{\n"
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"map $fullbright\n"
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"blendfunc blend\n"
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"nodepth\n" //don't write depth. this stuff is meant to be an infiniteish distance away.
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"}\n"
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"}\n"
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);
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}
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/*
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=================
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GL_DrawSkyChain
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=================
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*/
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qboolean R_DrawSkyChain (batch_t *batch)
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{
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shader_t *skyshader;
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texid_t *skyboxtex;
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if (forcedskyshader)
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skyshader = forcedskyshader;
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else
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skyshader = batch->shader;
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if (skyshader->prog)
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return false;
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if (skyshader->skydome)
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skyboxtex = skyshader->skydome->farbox_textures;
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else
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skyboxtex = NULL;
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if (skyboxtex && TEXVALID(*skyboxtex))
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{
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R_CalcSkyChainBounds(batch);
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GL_DrawSkyBox (skyboxtex, batch);
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if (skyshader->numpasses)
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GL_DrawSkySphere(batch, skyshader);
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}
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else if (skyshader->numpasses)
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{
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if (*r_fastsky.string && TEXVALID(batch->shader->defaulttextures->base) && TEXVALID(batch->shader->defaulttextures->fullbright))
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{
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R_CalcSkyChainBounds(batch);
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GL_DrawSkyGrid(skyshader->defaulttextures);
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}
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else
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GL_DrawSkySphere(batch, skyshader);
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}
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//neither skydomes nor skyboxes nor skygrids will have been drawn with the correct depth values for the sky.
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//this can result in rooms behind the sky surfaces being visible.
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//so make sure they're correct where they're expected to be.
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//don't do it on q3 bsp, because q3map2 can't do skyrooms without being weird about it. or something. anyway, we get different (buggy) behaviour from q3 if we don't skip this.
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//See: The Edge Of Forever (motef, by sock) for an example of where this needs to be skipped.
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//See dm3 for an example of where the depth needs to be correct (OMG THERE'S PLAYERS IN MY SKYBOX! WALLHAXX!).
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//you can't please them all.
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if (r_worldentity.model->fromgame != fg_quake3)
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GL_SkyForceDepth(batch);
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return true;
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}
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/*
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=================================================================
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Quake 2 environment sky
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=================================================================
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*/
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static vec3_t skyclip[6] = {
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{1,1,0},
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{1,-1,0},
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{0,-1,1},
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{0,1,1},
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{1,0,1},
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{-1,0,1}
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};
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// 1 = s, 2 = t, 3 = 2048
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static int st_to_vec[6][3] =
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{
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{3,-1,2},
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{-3,1,2},
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{1,3,2},
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{-1,-3,2},
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{-2,-1,3}, // 0 degrees yaw, look straight up
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{2,-1,-3} // look straight down
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// {-1,2,3},
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// {1,2,-3}
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};
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// s = [0]/[2], t = [1]/[2]
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static int vec_to_st[6][3] =
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{
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{-2,3,1},
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{2,3,-1},
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{1,3,2},
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{-1,3,-2},
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{-2,-1,3},
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{-2,1,-3}
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// {-1,2,3},
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// {1,2,-3}
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};
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static float skymins[2][6], skymaxs[2][6];
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static void DrawSkyPolygon (int nump, vec3_t vecs)
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{
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int i,j;
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vec3_t v, av;
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float s, t, dv;
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int axis;
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float *vp;
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// decide which face it maps to
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VectorClear (v);
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for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
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{
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VectorAdd (vp, v, v);
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}
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av[0] = fabs(v[0]);
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av[1] = fabs(v[1]);
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av[2] = fabs(v[2]);
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if (av[0] > av[1] && av[0] > av[2])
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{
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if (v[0] < 0)
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axis = 1;
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else
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axis = 0;
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}
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else if (av[1] > av[2] && av[1] > av[0])
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{
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if (v[1] < 0)
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axis = 3;
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else
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axis = 2;
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}
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else
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{
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if (v[2] < 0)
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axis = 5;
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else
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axis = 4;
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}
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// project new texture coords
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for (i=0 ; i<nump ; i++, vecs+=3)
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{
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j = vec_to_st[axis][2];
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if (j > 0)
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dv = vecs[j - 1];
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else
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dv = -vecs[-j - 1];
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if (dv < 0.001)
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continue; // don't divide by zero
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j = vec_to_st[axis][0];
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if (j < 0)
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s = -vecs[-j -1] / dv;
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else
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s = vecs[j-1] / dv;
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j = vec_to_st[axis][1];
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if (j < 0)
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t = -vecs[-j -1] / dv;
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else
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t = vecs[j-1] / dv;
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if (skymins[0][axis] > s)
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skymins[0][axis] = s;
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if (skymins[1][axis] > t)
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skymins[1][axis] = t;
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if (skymaxs[0][axis] < s)
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skymaxs[0][axis] = s;
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if (skymaxs[1][axis] < t)
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skymaxs[1][axis] = t;
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}
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}
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#define MAX_CLIP_VERTS 64
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static void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
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{
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float *norm;
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float *v;
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qboolean front, back;
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float d, e;
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float dists[MAX_CLIP_VERTS];
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int sides[MAX_CLIP_VERTS];
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vec3_t newv[2][MAX_CLIP_VERTS];
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int newc[2];
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int i, j;
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if (nump > MAX_CLIP_VERTS-2)
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Sys_Error ("ClipSkyPolygon: MAX_CLIP_VERTS");
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if (stage == 6)
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{ // fully clipped, so draw it
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DrawSkyPolygon (nump, vecs);
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return;
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}
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front = back = false;
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norm = skyclip[stage];
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for (i=0, v = vecs ; i<nump ; i++, v+=3)
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{
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d = DotProduct (v, norm);
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if (d > ON_EPSILON)
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{
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front = true;
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sides[i] = SIDE_FRONT;
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}
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else if (d < -ON_EPSILON)
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{
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back = true;
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sides[i] = SIDE_BACK;
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}
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else
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sides[i] = SIDE_ON;
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dists[i] = d;
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}
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if (!front || !back)
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{ // not clipped
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ClipSkyPolygon (nump, vecs, stage+1);
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return;
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}
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// clip it
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sides[i] = sides[0];
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dists[i] = dists[0];
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VectorCopy (vecs, (vecs+(i*3)) );
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newc[0] = newc[1] = 0;
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for (i=0, v = vecs ; i<nump ; i++, v+=3)
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{
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switch (sides[i])
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{
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case SIDE_FRONT:
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VectorCopy (v, newv[0][newc[0]]);
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newc[0]++;
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break;
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case SIDE_BACK:
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VectorCopy (v, newv[1][newc[1]]);
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newc[1]++;
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break;
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case SIDE_ON:
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VectorCopy (v, newv[0][newc[0]]);
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newc[0]++;
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VectorCopy (v, newv[1][newc[1]]);
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newc[1]++;
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break;
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}
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if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
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continue;
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d = dists[i] / (dists[i] - dists[i+1]);
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for (j=0 ; j<3 ; j++)
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{
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e = v[j] + d*(v[j+3] - v[j]);
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newv[0][newc[0]][j] = e;
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newv[1][newc[1]][j] = e;
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}
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newc[0]++;
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newc[1]++;
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}
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// continue
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ClipSkyPolygon (newc[0], newv[0][0], stage+1);
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ClipSkyPolygon (newc[1], newv[1][0], stage+1);
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}
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/*
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=================
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R_DrawSkyBoxChain
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=================
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*/
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static void R_CalcSkyChainBounds (batch_t *batch)
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{
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mesh_t *mesh;
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int i, m;
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vec3_t verts[MAX_CLIP_VERTS];
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if (batch->meshes == 1 && !batch->mesh[batch->firstmesh]->numindexes)
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{ //deal with geometryless skies, like terrain/raw maps
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for (i=0 ; i<6 ; i++)
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{
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skymins[0][i] = skymins[1][i] = -1;
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skymaxs[0][i] = skymaxs[1][i] = 1;
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}
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return;
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}
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for (i=0 ; i<6 ; i++)
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{
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skymins[0][i] = skymins[1][i] = 1;//9999;
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skymaxs[0][i] = skymaxs[1][i] = -1;//-9999;
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}
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// calculate vertex values for sky box
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for (m = batch->firstmesh; m < batch->meshes; m++)
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{
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mesh = batch->mesh[m];
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if (!mesh->xyz_array)
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continue;
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//triangulate
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for (i = 0; i < mesh->numindexes; i+=3)
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{
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VectorSubtract (mesh->xyz_array[mesh->indexes[i+0]], r_origin, verts[0]);
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VectorSubtract (mesh->xyz_array[mesh->indexes[i+1]], r_origin, verts[1]);
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VectorSubtract (mesh->xyz_array[mesh->indexes[i+2]], r_origin, verts[2]);
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ClipSkyPolygon (3, verts[0], 0);
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}
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}
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}
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#define skygridx 16
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#define skygridx1 (skygridx + 1)
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#define skygridxrecip (1.0f / (skygridx))
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#define skygridy 16
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#define skygridy1 (skygridy + 1)
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#define skygridyrecip (1.0f / (skygridy))
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#define skysphere_numverts (skygridx1 * skygridy1)
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#define skysphere_numtriangles (skygridx * skygridy * 2)
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static int skymade;
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static index_t skysphere_element3i[skysphere_numtriangles * 3];
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static float skysphere_texcoord2f[skysphere_numverts * 2];
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static vecV_t skysphere_vertex3f[skysphere_numverts];
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static mesh_t skymesh;
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static void gl_skyspherecalc(int skytype)
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{ //yes, this is basically stolen from DarkPlaces
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int i, j;
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index_t *e;
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float a, b, x, ax, ay, v[3], length, *texcoord2f;
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vecV_t* vertex;
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float dx, dy, dz;
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float texscale;
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if (skymade == skytype)
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return;
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skymade = skytype;
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if (skymade == 2)
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texscale = 1/16.0f;
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else
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texscale = 1/1.5f;
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texscale*=3;
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skymesh.indexes = skysphere_element3i;
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skymesh.st_array = (void*)skysphere_texcoord2f;
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skymesh.lmst_array[0] = (void*)skysphere_texcoord2f;
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skymesh.xyz_array = (void*)skysphere_vertex3f;
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skymesh.numindexes = skysphere_numtriangles * 3;
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skymesh.numvertexes = skysphere_numverts;
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dx = 1;
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dy = 1;
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dz = 1 / 3.0;
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vertex = skysphere_vertex3f;
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texcoord2f = skysphere_texcoord2f;
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for (j = 0;j <= skygridy;j++)
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{
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a = j * skygridyrecip;
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ax = cos(a * M_PI * 2);
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ay = -sin(a * M_PI * 2);
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for (i = 0;i <= skygridx;i++)
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{
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b = i * skygridxrecip;
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x = cos((b + 0.5) * M_PI);
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v[0] = ax*x * dx;
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v[1] = ay*x * dy;
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v[2] = -sin((b + 0.5) * M_PI) * dz;
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length = texscale / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
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*texcoord2f++ = v[0] * length;
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*texcoord2f++ = v[1] * length;
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(*vertex)[0] = v[0];
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(*vertex)[1] = v[1];
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(*vertex)[2] = v[2];
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vertex++;
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}
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}
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e = skysphere_element3i;
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for (j = 0;j < skygridy;j++)
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{
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for (i = 0;i < skygridx;i++)
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{
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*e++ = j * skygridx1 + i;
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*e++ = j * skygridx1 + i + 1;
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*e++ = (j + 1) * skygridx1 + i;
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*e++ = j * skygridx1 + i + 1;
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*e++ = (j + 1) * skygridx1 + i + 1;
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*e++ = (j + 1) * skygridx1 + i;
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}
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}
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}
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static void GL_SkyForceDepth(batch_t *batch)
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{
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if (!cls.allow_skyboxes && batch->texture) //allow a little extra fps.
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{
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BE_SelectMode(BEM_DEPTHONLY);
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BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, batch->vbo, NULL, batch->flags);
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BE_SelectMode(BEM_STANDARD); /*skys only render in standard mode anyway, so this is safe*/
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}
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}
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static void R_DrawSkyMesh(batch_t *batch, mesh_t *m, shader_t *shader)
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{
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static entity_t skyent;
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batch_t b;
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|
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float skydist = gl_skyboxdist.value;
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if (skydist<1)
|
|
skydist=r_refdef.maxdist * 0.577;
|
|
if (skydist<1)
|
|
skydist = 10000000;
|
|
|
|
VectorCopy(r_refdef.vieworg, skyent.origin);
|
|
skyent.axis[0][0] = skydist;
|
|
skyent.axis[0][1] = 0;
|
|
skyent.axis[0][2] = 0;
|
|
skyent.axis[1][0] = 0;
|
|
skyent.axis[1][1] = skydist;
|
|
skyent.axis[1][2] = 0;
|
|
skyent.axis[2][0] = 0;
|
|
skyent.axis[2][1] = 0;
|
|
skyent.axis[2][2] = skydist;
|
|
skyent.scale = 1;
|
|
|
|
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
|
|
b = *batch;
|
|
b.meshes = 1;
|
|
b.firstmesh = 0;
|
|
b.mesh = &m;
|
|
b.ent = &skyent;
|
|
b.shader = shader;
|
|
b.skin = NULL;
|
|
b.texture = NULL;
|
|
b.vbo = NULL;
|
|
Vector4Set(skyent.shaderRGBAf, 1, 1, 1, 1);
|
|
BE_SubmitBatch(&b);
|
|
}
|
|
|
|
static void GL_DrawSkySphere (batch_t *batch, shader_t *shader)
|
|
{
|
|
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
|
|
gl_skyspherecalc(2);
|
|
R_DrawSkyMesh(batch, &skymesh, shader);
|
|
}
|
|
|
|
static void GL_MakeSkyVec (float s, float t, int axis, float *vc, float *tc)
|
|
{
|
|
vec3_t b;
|
|
int j, k;
|
|
|
|
b[0] = s;
|
|
b[1] = t;
|
|
b[2] = 1;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
k = st_to_vec[axis][j];
|
|
if (k < 0)
|
|
vc[j] = -b[-k - 1];
|
|
else
|
|
vc[j] = b[k - 1];
|
|
}
|
|
|
|
// avoid bilerp seam
|
|
s = (s+1)*0.5;
|
|
t = (t+1)*0.5;
|
|
|
|
if (s < 1.0/512)
|
|
s = 1.0/512;
|
|
else if (s > 511.0/512)
|
|
s = 511.0/512;
|
|
if (t < 1.0/512)
|
|
t = 1.0/512;
|
|
else if (t > 511.0/512)
|
|
t = 511.0/512;
|
|
|
|
tc[0] = s;
|
|
tc[1] = 1.0 - t;
|
|
}
|
|
|
|
|
|
static float speedscale1; // for top sky
|
|
static float speedscale2; // for bottom sky
|
|
static void EmitSkyGridVert (vec3_t v, vec2_t tc1, vec2_t tc2)
|
|
{
|
|
vec3_t dir;
|
|
float length;
|
|
|
|
VectorSubtract (v, r_origin, dir);
|
|
dir[2] *= 3; // flatten the sphere
|
|
|
|
length = VectorLength (dir);
|
|
length = 6*63/length;
|
|
|
|
dir[0] *= length;
|
|
dir[1] *= length;
|
|
|
|
tc1[0] = (speedscale1 + dir[0]) * (1.0/128);
|
|
tc1[1] = (speedscale1 + dir[1]) * (1.0/128);
|
|
|
|
tc2[0] = (speedscale2 + dir[0]) * (1.0/128);
|
|
tc2[1] = (speedscale2 + dir[1]) * (1.0/128);
|
|
}
|
|
|
|
// s and t range from -1 to 1
|
|
static void MakeSkyGridVec2 (float s, float t, int axis, vec3_t v, vec2_t tc1, vec2_t tc2)
|
|
{
|
|
vec3_t b;
|
|
int j, k;
|
|
|
|
float skydist = gl_skyboxdist.value;
|
|
if (skydist<1)
|
|
skydist=r_refdef.maxdist * 0.577;
|
|
if (skydist<1)
|
|
skydist = 10000000;
|
|
|
|
b[0] = s*skydist;
|
|
b[1] = t*skydist;
|
|
b[2] = skydist;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
k = st_to_vec[axis][j];
|
|
if (k < 0)
|
|
v[j] = -b[-k - 1];
|
|
else
|
|
v[j] = b[k - 1];
|
|
v[j] += r_origin[j];
|
|
}
|
|
|
|
EmitSkyGridVert(v, tc1, tc2);
|
|
}
|
|
|
|
#define SUBDIVISIONS 10
|
|
|
|
static void GL_DrawSkyGridFace (int axis, mesh_t *fte_restrict mesh)
|
|
{
|
|
int i, j;
|
|
float s, t;
|
|
|
|
float fstep = 2.0 / SUBDIVISIONS;
|
|
|
|
for (i = 0; i < SUBDIVISIONS; i++)
|
|
{
|
|
s = (float)(i*2 - SUBDIVISIONS) / SUBDIVISIONS;
|
|
|
|
if (s + fstep < skymins[0][axis] || s > skymaxs[0][axis])
|
|
continue;
|
|
|
|
for (j = 0; j < SUBDIVISIONS; j++)
|
|
{
|
|
t = (float)(j*2 - SUBDIVISIONS) / SUBDIVISIONS;
|
|
|
|
if (t + fstep < skymins[1][axis] || t > skymaxs[1][axis])
|
|
continue;
|
|
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+0;
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+1;
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+2;
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+0;
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+2;
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+3;
|
|
|
|
MakeSkyGridVec2 (s, t, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
|
|
MakeSkyGridVec2 (s, t + fstep, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
|
|
MakeSkyGridVec2 (s + fstep, t + fstep, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
|
|
MakeSkyGridVec2 (s + fstep, t, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GL_DrawSkyGrid (texnums_t *tex)
|
|
{
|
|
static entity_t skyent;
|
|
static batch_t b;
|
|
static mesh_t skymesh, *meshptr=&skymesh;
|
|
|
|
vecV_t coords[SUBDIVISIONS*SUBDIVISIONS*4*6];
|
|
vec2_t texcoords1[SUBDIVISIONS*SUBDIVISIONS*4*6];
|
|
vec2_t texcoords2[SUBDIVISIONS*SUBDIVISIONS*4*6];
|
|
index_t indexes[SUBDIVISIONS*SUBDIVISIONS*6*6];
|
|
|
|
int i;
|
|
float time = cl.gametime+realtime-cl.gametimemark;
|
|
|
|
speedscale1 = time*8;
|
|
speedscale1 -= (int)speedscale1 & ~127;
|
|
speedscale2 = time*16;
|
|
speedscale2 -= (int)speedscale2 & ~127;
|
|
|
|
skymesh.indexes = indexes;
|
|
skymesh.st_array = texcoords1;
|
|
skymesh.lmst_array[0] = texcoords2;
|
|
skymesh.xyz_array = coords;
|
|
skymesh.numindexes = 0;
|
|
skymesh.numvertexes = 0;
|
|
|
|
for (i = 0; i < 6; i++)
|
|
{
|
|
if ((skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]))
|
|
continue;
|
|
GL_DrawSkyGridFace (i, &skymesh);
|
|
}
|
|
|
|
VectorCopy(r_refdef.vieworg, skyent.origin);
|
|
skyent.axis[0][0] = 1;
|
|
skyent.axis[0][1] = 0;
|
|
skyent.axis[0][2] = 0;
|
|
skyent.axis[1][0] = 0;
|
|
skyent.axis[1][1] = 1;
|
|
skyent.axis[1][2] = 0;
|
|
skyent.axis[2][0] = 0;
|
|
skyent.axis[2][1] = 0;
|
|
skyent.axis[2][2] = 1;
|
|
skyent.scale = 1;
|
|
|
|
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
|
|
b.meshes = 1;
|
|
b.firstmesh = 0;
|
|
b.mesh = &meshptr;
|
|
b.ent = &skyent;
|
|
b.shader = skygridface;
|
|
b.skin = tex;
|
|
b.texture = NULL;
|
|
b.vbo = NULL;
|
|
BE_SubmitBatch(&b);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_DrawSkyBox
|
|
==============
|
|
*/
|
|
static int skytexorder[6] = {0,2,1,3,4,5};
|
|
static void GL_DrawSkyBox (texid_t *texnums, batch_t *s)
|
|
{
|
|
int i;
|
|
|
|
vecV_t skyface_vertex[4];
|
|
vec2_t skyface_texcoord[4];
|
|
index_t skyface_index[6] = {0, 1, 2, 0, 2, 3};
|
|
vec4_t skyface_colours[4] = {{1,1,1,1},{1,1,1,1},{1,1,1,1},{1,1,1,1}};
|
|
mesh_t skyfacemesh = {0};
|
|
|
|
if (cl.skyrotate)
|
|
{
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
if (skymins[0][i] < skymaxs[0][i]
|
|
&& skymins[1][i] < skymaxs[1][i])
|
|
break;
|
|
|
|
skymins[0][i] = -1; //fully visible
|
|
skymins[1][i] = -1;
|
|
skymaxs[0][i] = 1;
|
|
skymaxs[1][i] = 1;
|
|
}
|
|
if (i == 6)
|
|
return; //can't see anything
|
|
for ( ; i<6 ; i++)
|
|
{
|
|
skymins[0][i] = -1;
|
|
skymins[1][i] = -1;
|
|
skymaxs[0][i] = 1;
|
|
skymaxs[1][i] = 1;
|
|
}
|
|
}
|
|
|
|
skyfacemesh.indexes = skyface_index;
|
|
skyfacemesh.st_array = skyface_texcoord;
|
|
skyfacemesh.xyz_array = skyface_vertex;
|
|
skyfacemesh.colors4f_array[0] = skyface_colours;
|
|
skyfacemesh.numindexes = 6;
|
|
skyfacemesh.numvertexes = 4;
|
|
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
if (skymins[0][i] >= skymaxs[0][i]
|
|
|| skymins[1][i] >= skymaxs[1][i])
|
|
continue;
|
|
|
|
GL_MakeSkyVec (skymins[0][i], skymins[1][i], i, skyface_vertex[0], skyface_texcoord[0]);
|
|
GL_MakeSkyVec (skymins[0][i], skymaxs[1][i], i, skyface_vertex[1], skyface_texcoord[1]);
|
|
GL_MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i, skyface_vertex[2], skyface_texcoord[2]);
|
|
GL_MakeSkyVec (skymaxs[0][i], skymins[1][i], i, skyface_vertex[3], skyface_texcoord[3]);
|
|
|
|
skyboxface->defaulttextures->base = texnums[skytexorder[i]];
|
|
R_DrawSkyMesh(s, &skyfacemesh, skyboxface);
|
|
}
|
|
}
|
|
|
|
//===============================================================
|
|
|
|
/*
|
|
=============
|
|
R_InitSky
|
|
|
|
A sky image is 256*128 and comprises two logical textures.
|
|
the left is the transparent/blended part. the right is the opaque/background part.
|
|
==============
|
|
*/
|
|
void R_InitSky (shader_t *shader, const char *skyname, qbyte *src, unsigned int width, unsigned int height)
|
|
{
|
|
int i, j, p;
|
|
unsigned *temp;
|
|
unsigned transpix, alphamask;
|
|
int r, g, b;
|
|
unsigned *rgba;
|
|
char name[MAX_QPATH*2];
|
|
|
|
unsigned int stride = width;
|
|
width /= 2;
|
|
|
|
if (width < 1 || height < 1 || stride != width*2 || !src)
|
|
return;
|
|
|
|
//try to load dual-layer-single-image skies.
|
|
//this is always going to be lame special case crap
|
|
{
|
|
size_t filesize = 0;
|
|
qbyte *filedata = NULL;
|
|
if (!filedata)
|
|
{
|
|
Q_snprintfz(name, sizeof(name), "textures/%s.tga", skyname);
|
|
filedata = FS_LoadMallocFile(name, &filesize);
|
|
}
|
|
if (!filedata)
|
|
{
|
|
Q_snprintfz(name, sizeof(name), "textures/%s.png", skyname);
|
|
filedata = FS_LoadMallocFile(name, &filesize);
|
|
}
|
|
|
|
if (filedata)
|
|
{
|
|
int imagewidth, imageheight;
|
|
qboolean hasalpha; //fixme, if this is false, is it worth all this code?
|
|
unsigned int *imagedata = (unsigned int*)Read32BitImageFile(filedata, filesize, &imagewidth, &imageheight, &hasalpha, name);
|
|
Z_Free(filedata);
|
|
|
|
if (imagedata && !(imagewidth&1))
|
|
{
|
|
imagewidth>>=1;
|
|
|
|
temp = BZF_Malloc(imagewidth*imageheight*sizeof(*temp));
|
|
if (temp)
|
|
{
|
|
for (i=0 ; i<imageheight ; i++)
|
|
for (j=0 ; j<imagewidth ; j++)
|
|
{
|
|
temp[i*imagewidth+j] = imagedata[i*(imagewidth<<1)+j+imagewidth];
|
|
}
|
|
Q_snprintfz(name, sizeof(name), "%s_solid", skyname);
|
|
Q_strlwr(name);
|
|
shader->defaulttextures->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA, temp, imagewidth, imageheight, TF_RGBX32);
|
|
|
|
for (i=0 ; i<imageheight ; i++)
|
|
for (j=0 ; j<imagewidth ; j++)
|
|
{
|
|
temp[i*imagewidth+j] = imagedata[i*(imagewidth<<1)+j];
|
|
}
|
|
BZ_Free(imagedata);
|
|
Q_snprintfz(name, sizeof(name), "%s_alpha:%s_trans", skyname, skyname);
|
|
Q_strlwr(name);
|
|
shader->defaulttextures->fullbright = R_LoadReplacementTexture(name, NULL, 0, temp, imagewidth, imageheight, TF_RGBA32);
|
|
BZ_Free(temp);
|
|
return;
|
|
}
|
|
}
|
|
BZ_Free(imagedata);
|
|
}
|
|
}
|
|
|
|
temp = BZ_Malloc(width*height*sizeof(*temp));
|
|
|
|
// make an average value for the back to avoid
|
|
// a fringe on the top level
|
|
|
|
r = g = b = 0;
|
|
for (i=0 ; i<height ; i++)
|
|
for (j=0 ; j<width ; j++)
|
|
{
|
|
p = src[i*stride + j + width];
|
|
rgba = &d_8to24rgbtable[p];
|
|
temp[(i*width) + j] = *rgba;
|
|
r += ((qbyte *)rgba)[0];
|
|
g += ((qbyte *)rgba)[1];
|
|
b += ((qbyte *)rgba)[2];
|
|
}
|
|
|
|
if (!shader->defaulttextures->base)
|
|
{
|
|
Q_snprintfz(name, sizeof(name), "%s_solid", skyname);
|
|
Q_strlwr(name);
|
|
shader->defaulttextures->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA, temp, width, height, TF_RGBX32);
|
|
}
|
|
|
|
if (!shader->defaulttextures->fullbright)
|
|
{
|
|
//fixme: use premultiplied alpha here.
|
|
((qbyte *)&transpix)[0] = r/(width*height);
|
|
((qbyte *)&transpix)[1] = g/(width*height);
|
|
((qbyte *)&transpix)[2] = b/(width*height);
|
|
((qbyte *)&transpix)[3] = 0;
|
|
alphamask = LittleLong(0x7fffffff);
|
|
for (i=0 ; i<height ; i++)
|
|
for (j=0 ; j<width ; j++)
|
|
{
|
|
p = src[i*stride + j];
|
|
if (p == 0)
|
|
temp[(i*width) + j] = transpix;
|
|
else
|
|
temp[(i*width) + j] = d_8to24rgbtable[p] & alphamask;
|
|
}
|
|
|
|
//FIXME: support _trans
|
|
Q_snprintfz(name, sizeof(name), "%s_alpha:%s_trans", skyname, skyname);
|
|
Q_strlwr(name);
|
|
shader->defaulttextures->fullbright = R_LoadReplacementTexture(name, NULL, 0, temp, width, height, TF_RGBA32);
|
|
}
|
|
BZ_Free(temp);
|
|
}
|
|
#endif
|